CCharacterController.generated.cs 8.1 KB

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  1. using System;
  2. using System.Runtime.CompilerServices;
  3. using System.Runtime.InteropServices;
  4. namespace BansheeEngine
  5. {
  6. /** @addtogroup Physics
  7. * @{
  8. */
  9. /// <summary>
  10. /// Special physics controller meant to be used for game characters. Uses the "slide-and-collide" physics instead of of
  11. /// the standard physics model to handle various issues with manually moving kinematic objects. Uses a capsule to
  12. /// represent the character's bounds.
  13. /// </summary>
  14. [ShowInInspector]
  15. public partial class CharacterController : Component
  16. {
  17. private CharacterController(bool __dummy0) { }
  18. protected CharacterController() { }
  19. /// <summary>
  20. /// Determines the position of the bottom of the controller. Position takes contact offset into account. Changing this
  21. /// will teleport the character to the location. Use move() for movement that includes physics.
  22. /// </summary>
  23. [ShowInInspector]
  24. public Vector3 FootPosition
  25. {
  26. get
  27. {
  28. Vector3 temp;
  29. Internal_getFootPosition(mCachedPtr, out temp);
  30. return temp;
  31. }
  32. set { Internal_setFootPosition(mCachedPtr, ref value); }
  33. }
  34. /// <summary>Determines the radius of the controller capsule.</summary>
  35. [ShowInInspector]
  36. public float Radius
  37. {
  38. get { return Internal_getRadius(mCachedPtr); }
  39. set { Internal_setRadius(mCachedPtr, value); }
  40. }
  41. /// <summary>Determines the height between the centers of the two spheres of the controller capsule.</summary>
  42. [ShowInInspector]
  43. public float Height
  44. {
  45. get { return Internal_getHeight(mCachedPtr); }
  46. set { Internal_setHeight(mCachedPtr, value); }
  47. }
  48. /// <summary>Determines the up direction of capsule. Determines capsule orientation.</summary>
  49. [ShowInInspector]
  50. public Vector3 Up
  51. {
  52. get
  53. {
  54. Vector3 temp;
  55. Internal_getUp(mCachedPtr, out temp);
  56. return temp;
  57. }
  58. set { Internal_setUp(mCachedPtr, ref value); }
  59. }
  60. /// <summary>Controls what happens when character encounters a height higher than its step offset.</summary>
  61. [ShowInInspector]
  62. public CharacterClimbingMode ClimbingMode
  63. {
  64. get { return Internal_getClimbingMode(mCachedPtr); }
  65. set { Internal_setClimbingMode(mCachedPtr, value); }
  66. }
  67. /// <summary>Controls what happens when character encounters a slope higher than its slope offset.</summary>
  68. [ShowInInspector]
  69. public CharacterNonWalkableMode NonWalkableMode
  70. {
  71. get { return Internal_getNonWalkableMode(mCachedPtr); }
  72. set { Internal_setNonWalkableMode(mCachedPtr, value); }
  73. }
  74. /// <summary>
  75. /// Represents minimum distance that the character will move during a call to move(). This is used to stop the recursive
  76. /// motion algorithm when the remaining distance is too small.
  77. /// </summary>
  78. [ShowInInspector]
  79. public float MinMoveDistance
  80. {
  81. get { return Internal_getMinMoveDistance(mCachedPtr); }
  82. set { Internal_setMinMoveDistance(mCachedPtr, value); }
  83. }
  84. /// <summary>
  85. /// Contact offset specifies a skin around the object within which contacts will be generated. It should be a small
  86. /// positive non-zero value.
  87. /// </summary>
  88. [ShowInInspector]
  89. public float ContactOffset
  90. {
  91. get { return Internal_getContactOffset(mCachedPtr); }
  92. set { Internal_setContactOffset(mCachedPtr, value); }
  93. }
  94. /// <summary>
  95. /// Controls which obstacles will the character be able to automatically step over without being stopped. This is the
  96. /// height of the maximum obstacle that will be stepped over (with exceptions, see climbingMode).
  97. /// </summary>
  98. [ShowInInspector]
  99. public float StepOffset
  100. {
  101. get { return Internal_getStepOffset(mCachedPtr); }
  102. set { Internal_setStepOffset(mCachedPtr, value); }
  103. }
  104. /// <summary>
  105. /// Controls which slopes should the character consider too steep and won't be able to move over. See nonWalkableMode for
  106. /// more information.
  107. /// </summary>
  108. [ShowInInspector]
  109. public Radian SlopeLimit
  110. {
  111. get
  112. {
  113. Radian temp;
  114. Internal_getSlopeLimit(mCachedPtr, out temp);
  115. return temp;
  116. }
  117. set { Internal_setSlopeLimit(mCachedPtr, ref value); }
  118. }
  119. /// <summary>Determines the layer that controls what can the controller collide with.</summary>
  120. [ShowInInspector]
  121. public ulong Layer
  122. {
  123. get { return Internal_getLayer(mCachedPtr); }
  124. set { Internal_setLayer(mCachedPtr, value); }
  125. }
  126. /// <summary>Triggered when the controller hits a collider.</summary>
  127. public event Action<ControllerColliderCollision> OnColliderHit;
  128. /// <summary>Triggered when the controller hits another character controller.</summary>
  129. public event Action<ControllerControllerCollision> OnControllerHit;
  130. /// <summary>
  131. /// Moves the controller in the specified direction by the specified amount, while interacting with surrounding geometry.
  132. /// Returns flags signaling where collision occurred after the movement.
  133. ///
  134. /// Does not account for gravity, you must apply it manually.
  135. /// </summary>
  136. public CharacterCollisionFlag Move(Vector3 displacement)
  137. {
  138. return Internal_move(mCachedPtr, ref displacement);
  139. }
  140. [MethodImpl(MethodImplOptions.InternalCall)]
  141. private static extern CharacterCollisionFlag Internal_move(IntPtr thisPtr, ref Vector3 displacement);
  142. [MethodImpl(MethodImplOptions.InternalCall)]
  143. private static extern void Internal_getFootPosition(IntPtr thisPtr, out Vector3 __output);
  144. [MethodImpl(MethodImplOptions.InternalCall)]
  145. private static extern void Internal_setFootPosition(IntPtr thisPtr, ref Vector3 position);
  146. [MethodImpl(MethodImplOptions.InternalCall)]
  147. private static extern float Internal_getRadius(IntPtr thisPtr);
  148. [MethodImpl(MethodImplOptions.InternalCall)]
  149. private static extern void Internal_setRadius(IntPtr thisPtr, float radius);
  150. [MethodImpl(MethodImplOptions.InternalCall)]
  151. private static extern float Internal_getHeight(IntPtr thisPtr);
  152. [MethodImpl(MethodImplOptions.InternalCall)]
  153. private static extern void Internal_setHeight(IntPtr thisPtr, float height);
  154. [MethodImpl(MethodImplOptions.InternalCall)]
  155. private static extern void Internal_getUp(IntPtr thisPtr, out Vector3 __output);
  156. [MethodImpl(MethodImplOptions.InternalCall)]
  157. private static extern void Internal_setUp(IntPtr thisPtr, ref Vector3 up);
  158. [MethodImpl(MethodImplOptions.InternalCall)]
  159. private static extern CharacterClimbingMode Internal_getClimbingMode(IntPtr thisPtr);
  160. [MethodImpl(MethodImplOptions.InternalCall)]
  161. private static extern void Internal_setClimbingMode(IntPtr thisPtr, CharacterClimbingMode mode);
  162. [MethodImpl(MethodImplOptions.InternalCall)]
  163. private static extern CharacterNonWalkableMode Internal_getNonWalkableMode(IntPtr thisPtr);
  164. [MethodImpl(MethodImplOptions.InternalCall)]
  165. private static extern void Internal_setNonWalkableMode(IntPtr thisPtr, CharacterNonWalkableMode mode);
  166. [MethodImpl(MethodImplOptions.InternalCall)]
  167. private static extern float Internal_getMinMoveDistance(IntPtr thisPtr);
  168. [MethodImpl(MethodImplOptions.InternalCall)]
  169. private static extern void Internal_setMinMoveDistance(IntPtr thisPtr, float value);
  170. [MethodImpl(MethodImplOptions.InternalCall)]
  171. private static extern float Internal_getContactOffset(IntPtr thisPtr);
  172. [MethodImpl(MethodImplOptions.InternalCall)]
  173. private static extern void Internal_setContactOffset(IntPtr thisPtr, float value);
  174. [MethodImpl(MethodImplOptions.InternalCall)]
  175. private static extern float Internal_getStepOffset(IntPtr thisPtr);
  176. [MethodImpl(MethodImplOptions.InternalCall)]
  177. private static extern void Internal_setStepOffset(IntPtr thisPtr, float value);
  178. [MethodImpl(MethodImplOptions.InternalCall)]
  179. private static extern void Internal_getSlopeLimit(IntPtr thisPtr, out Radian __output);
  180. [MethodImpl(MethodImplOptions.InternalCall)]
  181. private static extern void Internal_setSlopeLimit(IntPtr thisPtr, ref Radian value);
  182. [MethodImpl(MethodImplOptions.InternalCall)]
  183. private static extern ulong Internal_getLayer(IntPtr thisPtr);
  184. [MethodImpl(MethodImplOptions.InternalCall)]
  185. private static extern void Internal_setLayer(IntPtr thisPtr, ulong layer);
  186. private void Internal_onColliderHit(ref ControllerColliderCollision p0)
  187. {
  188. OnColliderHit?.Invoke(p0);
  189. }
  190. private void Internal_onControllerHit(ref ControllerControllerCollision p0)
  191. {
  192. OnControllerHit?.Invoke(p0);
  193. }
  194. }
  195. /** @} */
  196. }